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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
中国水兵
![]() Join Date: May 2006
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![]() ![]() ![]() Last edited by KeybdFlyer; 07-01-09 at 03:48 PM. |
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#2 |
Swabbie
![]() Join Date: Jun 2009
Location: Hungary
Posts: 11
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It is intentional, to make it harder for you to determine the accurate range to the contact, and thus making it impossible to get a firing solution using only the hydrophone (as it was impossible in real life).
Edit: Sorry, I use OLC's mod, where the gaps are much larger and really make range determination harder. These small gaps on the screeshot you posted... I don't know what they're good for. Last edited by vorosgy; 07-02-09 at 03:31 AM. |
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#3 |
Briar Patch Runner
![]() Join Date: Oct 2007
Location: Tucson, AZ
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Not sure but it could be a result of sound propagation factored into the program. ???
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#4 |
Silent Hunter
![]() Join Date: Dec 2004
Location: AN9771
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Since thermal layers are not modelled in the game I say no to the last comment. Or if they are, it's done poorly. They are simulated to some effect (simply by limiting the sensors max depth) with Sh3 Commander. I have no idea about the purpouse of the gaps either, just that it seems 'normal'.
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#5 |
Eternal Patrol
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The stock game lets you get the precise range to the target using the ruler to measure the distance of the line. Very unrealistic. The 'gapped' line was the only way to make a line that couldn't be measured.
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#6 |
中国水兵
![]() Join Date: May 2006
Posts: 272
Downloads: 162
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That's all I needed to know, so thanks for the input. Having been away from SH3 for so long, a lot has changed and I was worried that I had encountered some sort of error or graphical 'glitch'. Whatever the reason for the gaps, so long as it's intended (and thus "normal"), I'm happy. Now if I can just get my saved games to load-in reliably, I'll be really happy!
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#7 | |
GWX Project Director
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... but KeybdFlyer, didn't you used to fly Red baron 3D online? |
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#8 |
Stowaway
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Of course with the gapped line on hydro comes the missing little line in your sub and contacts, where was shown clearly where were heading each unit,
I would say very unrealistic too (that heading line on stock), as part of the trick is discover the heading angle and so on in order to get the torpedo solution, am i wrong? ![]() Last edited by Nictalope; 07-03-09 at 12:26 PM. |
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#9 |
中国水兵
![]() Join Date: May 2006
Posts: 272
Downloads: 162
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Kpt.Lehmann - Sent you a PM.
Nictalope - You're right, though the missing 'tail' threw me for a few seconds when I first re-installed with GWX. I'm assuming you're the author of the darkened/modified compass rose mod that I d/l yesterday (not installed it yet though)? Nice work, you saved me the job I had just started on to achieve the same end result! |
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#10 |
Stowaway
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heheheh you're welcome,
it really was a big moonface on my left eye ![]() I believe there is a color contact mod which turns back the contacts with "Tail", color (also changed by gWX to do more realistic thing) and sound line on hydro, just like stock I insist on this, but for the uncolored contact thing, a good thing is the iluminated flag issue on neutrals (besides illuminated windows and position light) which could be modified in order to get a brighter flag, there is a mod for this, by Rubini : http://www.subsim.com/radioroom/show...=152479&page=2 and the merchant fleet mod, worked now by iambecomelife which will have those big flags on both hull sides, as seen in many a time during the war. Waiting for it ! ![]() Both, to me, more realistic things. Cheers |
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